Editing Cap Throw

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When Mario stands near many kinds of objects and enemies Cappy can interact with, a white arrow with a wide top floats above the object. This arrow resembles a hat. Certain [[Warp Door|door]]s have gold hats on the front, continuing the motif as they are opened with a Cap Throw. The door of the [[Odyssey]] has a white hat design, functioning similarly.
When Mario stands near many kinds of objects and enemies Cappy can interact with, a white arrow with a wide top floats above the object. This arrow resembles a hat. Certain [[Warp Door|door]]s have gold hats on the front, continuing the motif as they are opened with a Cap Throw. The door of the [[Odyssey]] has a white hat design, functioning similarly.


Cappy's path is affected by walls, and a wall can prevent Cappy from leaving Mario's grip. Such a throw can still inflict damage, so it can be used next to blocks. While returning, if Cappy is separated from Mario by a wall, Cappy attempts to move around the wall. If the wall is made of [[Brick Block]]s, he breaks through any number of Brick Blocks in the way without rebounding to return to Mario. If these actions still cannot get Cappy to return, the game eventually silently teleports Cappy directly to Mario.
Cappy's path is affected by walls, and a wall can prevent Cappy from leaving Mario's grip. Such a throw can still inflict damage, so it can be used next to blocks. While returning, if Cappy is separated from Mario by a wall, Cappy will attempt to move around the wall. If the wall is made of [[Brick Block]]s, he will break through any number of Brick Blocks in the way without rebounding to return to Mario. If these actions still cannot get Cappy to return, the game eventually silently teleports Cappy directly to Mario.


If Mario [[jump]]s as he picks up Cappy, he twirls as he jumps to go slightly higher than normal. Using a throw stalls Mario's movement, and if he is in the air, he gains a little height. Mario can attempt to throw Cappy before Cappy returns, but this only cosmetically spins Mario around without any of the effects of the throw. If Mario performs three Cap Throws in a row, the last has him spin more dramatically. Mechanically, this is similar to the [[Triple Jump]].  
If Mario [[jump]]s as he picks up Cappy, he twirls as he jumps to go slightly higher than normal. Using a throw stalls Mario's movement, and if he is in the air, he gains a little height. Mario can attempt to throw Cappy before Cappy returns, but this only cosmetically spins Mario around without any of the effects of the throw. If Mario performs three Cap Throws in a row, the last has him spin more dramatically. Mechanically, this is similar to the [[Triple Jump]].  
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[[Scarecrow (object)|Scarecrow]]s are a special kind of switch that Cappy has to be placed on to keep active. While Cappy is on a scarecrow, Mario cannot use the Cap Throw and, by extension, any other action involving using Cappy. This includes the movement stall. Pressing the button simply plays a sound effect indicating it does not work.
[[Scarecrow (object)|Scarecrow]]s are a special kind of switch that Cappy has to be placed on to keep active. While Cappy is on a scarecrow, Mario cannot use the Cap Throw and, by extension, any other action involving using Cappy. This includes the movement stall. Pressing the button simply plays a sound effect indicating it does not work.


While Mario is underwater, the Cap Throw's speed is reduced. This applies both for the motion and for the projectile. The player is unable to use the Downward Throw or the Spin Throw without the motion control input. This is because using the Cap Throw after a Ground Pound does not start a Downward Throw, and Mario is unable to start spinning underwater.
While underwater, the Cap Throw's speed is reduced. This applies both for the motion and for the projectile. The player is unable to use the Downward Throw or the Spin Throw without the motion control input. This is because using the Cap Throw after a Ground Pound does not start a Downward Throw, and Mario is unable to start spinning underwater.


In two-player mode, Cappy is able to take off and fly on his own. While flying, he spins about and basically acts as a Cap Throw with free horizontal movement in a radius around Mario. He can stop and start moving at will, jump, and ground-pound. Mario is also changed slightly in two-player mode. Even if Cappy has taken off, Mario can still use the Cap Throw for its movement stalling properties. This permission returns to normal, in that the player cannot use the Cap Throw, if the player passes through a door opened by a scarecrow.
In two-player mode, Cappy is able to take off and fly on his own. While flying, he spins about and basically acts as a Cap Throw with free horizontal movement in a radius around Mario. He can stop and start moving at will, jump, and ground-pound. Mario is also changed slightly in two-player mode. Even if Cappy has taken off, Mario can still use the Cap Throw for its movement stalling properties. This permission returns to normal, in that the player cannot use the Cap Throw, if the player passes through a door opened by a scarecrow.

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